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7d4b0e3f0a
Could interfere with other tests due to causing crashes on attempts to change `Beatmap.Value`.
88 lines
2.9 KiB
C#
88 lines
2.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Edit.Components;
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using osuTK;
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namespace osu.Game.Tests.Visual.Editing
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{
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[TestFixture]
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public class TestSceneEditorClock : EditorClockTestScene
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{
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public TestSceneEditorClock()
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{
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Add(new FillFlowContainer
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new TimeInfoContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(200, 100)
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},
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new PlaybackControl
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(200, 100)
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}
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}
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});
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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// ensure that music controller does not change this beatmap due to it
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// completing naturally as part of the test.
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Beatmap.Disabled = true;
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}
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[Test]
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public void TestStopAtTrackEnd()
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{
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AddStep("reset clock", () => Clock.Seek(0));
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AddStep("start clock", Clock.Start);
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AddAssert("clock running", () => Clock.IsRunning);
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AddStep("seek near end", () => Clock.Seek(Clock.TrackLength - 250));
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AddUntilStep("clock stops", () => !Clock.IsRunning);
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AddAssert("clock stopped at end", () => Clock.CurrentTime == Clock.TrackLength);
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AddStep("start clock again", Clock.Start);
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AddAssert("clock looped to start", () => Clock.IsRunning && Clock.CurrentTime < 500);
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}
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[Test]
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public void TestWrapWhenStoppedAtTrackEnd()
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{
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AddStep("reset clock", () => Clock.Seek(0));
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AddStep("stop clock", Clock.Stop);
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AddAssert("clock stopped", () => !Clock.IsRunning);
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AddStep("seek exactly to end", () => Clock.Seek(Clock.TrackLength));
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AddAssert("clock stopped at end", () => Clock.CurrentTime == Clock.TrackLength);
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AddStep("start clock again", Clock.Start);
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AddAssert("clock looped to start", () => Clock.IsRunning && Clock.CurrentTime < 500);
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}
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protected override void Dispose(bool isDisposing)
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{
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Beatmap.Disabled = false;
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base.Dispose(isDisposing);
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}
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}
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}
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